Recursive Team-oriented Chess-like Game for Entertainment and Training

ABSTRACT

This invention is a networked board game apparatus and method of playing a customized game for 2 or more players on recursively organized boards, and a method for applying the aforementioned to leadership, communications, and team building education, and further to apply the aforementioned to the specific form of Chess. Applied to form of Chess, the first board is identical to a chessboard. The second board is an 8× multiple of the first board. Tartary boards follow this exponential growth. Players alternate moving pieces to a game-ending condition. Two players lead, the next 32 players play on a second board. Each first board move changes the positions of a second board player&#39;s pieces by a uniform transformation where the first board piece&#39;s new position is a function moving the second board player&#39;s pieces, which then continue from their new positions, potentially affecting deeper levels.

CROSS-REFERENCE TO RELATED APPLICATIONS

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STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

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REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM LISTING COMPACT DISC APPENDIX

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BACKGROUND OF THE INVENTION

The game of chess has inspired many versions, including a few which are educational in nature. Many other types of educational games exist, some of which focus on team building and group leadership. In the scope of team building games, leadership development games, and similar educational entertainments, a significant minority are either board games or electronic games. Chess itself is sometimes referred to as an educational game with its traditional objective being to teach strategic thinking.

A notable example of an educational networked group game for the teaching of, inter alia, cooperative group behavior is the US Department of Defense's America's Army. America's Army is a first person shooter type game wherein players take on the roles of Army soldiers and may work in small teams to overcome challenges in training and fighting. Game visuals are as realistic as possible, as are the tools, physics and other attributes and instruments of the game. The game is used as a promotional and training tool both within and outside the Army.

Another example of an educational networked group game used in the business and academic worlds is Enlight Software's Capitalism II. Capitalism II is used by business schools and corporations to teach strategic and tactical business thinking. The game attempts to provide a realistic business environment, including visuals such as maps, views of cities, etc. The goal of the game is to create a corporation that controls its market, is profitable, and has a worldwide reach.

Chess is referred to as an abstract game. In the field of abstract games, there are significant minorities that include aspects of team play, multiple boards, more then 2 dimensions, timed turns, or other similarities to the present invention. Many abstract games are played in electronic or networked form.

There are several drawbacks to the specifically educational games and simulations developed for team building, group learning and leadership development described above. The present invention attempts to improve on the state of the art by addressing the following main problem areas.

First, the more recent such games, for instance America's Army and Capitalism II mentioned above, are layered in detail and attempted realism to the degree that players are distracted from the nature of the educational goal by visceral reactions to the game play, and therefore more likely to receive training in short term, reactive, tactical skills. The tactical lessons learned will be most useful in very specific circumstances. They are much less likely to represent a change in typical behavior or a learned general response to various general circumstances.

Second, many educational games built on either a basic framework such as Chess, or a more modern video game approach, are complex to learn, or have enough intrinsic learning required for successful play that the learning derived from the play is reduced to a secondary status.

Third, virtually all board and video games with team oriented educational content are focused on a single level of a hierarchy, or remove hierarchy from the game. In life, hierarchy is ever present in the form of management, ownership, chain of command, etc. Groups in business and military contexts are particularly prone to complex interactions between members of the group which are strongly influenced by positions within a hierarchy. While some non-board, board, and video games do attempt to take social hierarchy into account, typically the hierarchical relationships are either thin or virtual and unrelated to the connections between actual players, especially where those players are not in opposition to each other. Hierarchy is rarely, if ever, expressed as a hierarchical relationship between current players where one player's decisions and actions act on players of the same group playing at a lower level. In most cases, to the detriment of realistic learning, hierarchy is actively minimized or abstracted from one player having real impact on other non-oppositional players, typically to alleviate an aspect seen as a distraction or obstacle to smooth group functioning and game play, rather then addressing the immediate interpersonal hierarchy as a reality to be practiced and managed.

Forth, while educational games come in all shapes, sizes, speeds, and durations of play, a dichotomy predominates where mission oriented games tend towards being single-sitting and finite objective, whereas open-ended games tend to simulate the unconstrained aspect of real life rather then structure play within constraints. This separation forces educators to choose between games, rather then offering a configurable game that permits immediate tactical learning, long-term play with a single objective as self-reinforcing strategic learning, observational simulation style learning where immediate play is only indirectly connected to specific outcomes, or a combination of these.

While not exhaustive, the following listing of patents as prior art attempts to highlight those inventions that are most representative of their type and that have aspects similar to the present invention.

U.S. Pat. No. 6,902,481 to Robert E. Breckner, Greg A. Schlottmann, Nicole M. Beaulieu, Steven G. LeMay, Dwayne R. Nelson, Johnny Palchetti and Jamal Benbrahim for a game platform that separates the presentation of a game from its underlying logic such that at the user level games may be easily varied.

U.S. Pat. No. 6,786,825 to Akitoshi Kawazu for a game that is configured with an initial controlling value which affects how the game is played.

U.S. Pat. No. 511,773 to Frederick A. Iiiggins for a chess-like game with abstract pieces of shapes to be defined by the players on a larger then standard chess board comprised of smaller sections of squares.

U.S. Pat. No. 4,778,187 to Joseph W. Deak, Jr. for a modified game of chess primarily differing from standard chess by the configuration of an expanded board.

U.S. Pat. No. 4,147,360 to Joseph W. Deak, Jr. for a 4 player chess-like game on a larger then standard board and with additional pieces.

U.S. Pat. No. 3,843,130 to Karl R. Whitney for an expanded game of chess for up to 4 players.

U.S. Pat. No. 5,586,762 to Jon P. Wearley for an abstract game based on a nonstandard board, with respect to the standard chess or checkers boards, which may be rule-customized to be akin to either chess or checkers.

U.S. Pat. No. 4,856,789 to Richard A. Carlson for a chess-like game for teams of two on a nonstandard board with additional pieces.

U.S. Pat. No. 4,708,349 to Dan Shomer for a chess-like game which may be played by a varying number of players up to 4 on a nonstandard board and new rules of play.

U.S. Pat. No. 6,799,763 to Brian Grady for a chess-like game on a nonstandard board.

U.S. Pat. No. 3,840,237 to Steven Shkolnik for a chess-like game for 3 players making use of multiple sets of chessmen and extending play across multiple boards.

U.S. Pat. No. 3,829,099 to Ronald Ray Lucero for a 4 player chess-like game.

U.S. Pat. No. 4,021,043 to Ronald Ray Lucero for an educational chess game focused on teaching chess using a modified board played by up to 4 players, and having an end game state which is negotiated prior to play.

U.S. Pat. No. 6,446,966 to Henri Crozier for a simplified chess-like game on a modified board with a point-based scoring system, and which may be adapted for networked play.

U.S. Pat. No. 5,421,582 to Carl E. Ritter for an expanded game of chess wherein a nonstandard board and new pieces are used.

U.S. Pat. No. 5,690,334 to George William Duke for a modified game of chess using an expanded board and additional pieces.

U.S. Pat. No. 5,957,455 to Chester P. Aldridge for a game of chess wherein the pieces of an opponent are hidden from view.

U.S. Pat. No. 3,353,829 to Richard G. Board for a combat game on multiple boards wherein structures are used to shield boards from complete viewing by players, and which provide 3 dimensional display.

U.S. Pat. No. 6,120,026 to Leland R. Whitney, Myron K. Jordan, Thomas J. Scanlan, and Gregory D. Allen for a board game enhancement comprising a privacy screen which limits the view of a player based on position to a portion of play, and potential new rules and configurations of existing board games.

U.S. Pat. No. 7,017,906 to Gregory Benjamin for a board game as in checkers or chess, but with the addition of mirrors placed such that they modify by reversal the apparent positions of either a players own pieces or his or her opponent's pieces.

U.S. Pat. No. 4,232,864 to James J. Yaworsky for a multi-level game wherein the upper board is translucent and permits a varying field of play and varying views of the lower board.

U.S. Pat. No. 5,031,917 to Leonard M. Greene for a 3 dimensional chess game using 8 chessboards which may be stacked or laid out adjacent to one another, and on which play a modified number of chessmen that can move horizontally or vertically.

US patent number D255910 to Michael D. Bergman for a specifically depth limited multi-level chess game wherein each successively lower level is larger then the last by a regular amount.

US patent number D311217 to Christine E. Meyers and Glenn M. Meyers for a multi-tier board game of which each successively lower board is larger then the last by a regular amount.

U.S. Pat. No. 365,755 to Robert I. Thompson for a 3 dimensional checkers game comprising multiple boards, each based on the standard board design but differently shaped, spaced vertically.

U.S. Pat. No. 4,184,685 to David A. D. J. Wilson for a 3 dimensional board game played on two levels with pieces which travel between levels.

U.S. Pat. No. 6,776,414 to Paule Messac for a universal game board on which may be played a wide variety of games under varying configurations of the board and pieces.

U.S. Pat. No. 5,108,109 to Bruce P. Leban for a board game wherein board sections are composed of subsections, on which are placed pieces, which may connect to other subsections in a variety of ways depending on how players position the sections during play. In addition a method for concluding a game based on a pre-negotiated definition of what the end game state looks like.

U.S. Pat. No. 6,599,128 to Ronald J. Roberts for a game with the intent to teach strategic thinking and which can be miniaturized to fit on a board.

U.S. Pat. No. 6,378,871 to Ronald J. Roberts for a team game, wherein one player is the team leader, which teaches the value of communication, creative thinking, leadership, teamwork, and cooperation.

U.S. Pat. No. 6,254,101 to Jason Phillips Young for a floor game teaching team building skills wherein some players have the ability, via a device, to see geometric paths on the surface of the floor while other players can not see the same.

U.S. Pat. No. 5,762,503 to Joel Hoo and Toshi A. Hoo for a set of electronic components for use both in a game and as an executive management training or team building exercise.

U.S. Pat. No. 6,626,677 to Stuart H. Morse and Stacey A. Morse for a method of teaching leadership, communications and team building skills in an activity.

U.S. Pat. No. 7,007,952 to Christine Nelson for a game which can be used as the basis for developing, inter alia, leadership skills in players.

U.S. Pat. No. 5,035,625 to Gerald L. Munson, Edward P. Daniels, Jr., and Joseph D. Mallozzi for an educational question and answer style game played on a computer.

U.S. Pat. No. 6,213,873 to Elon J. Gasper, Thomas M. Abbott, and John G. Gilmore for a computer chess game that helps teach chess strategy, and by analogy general strategy.

U.S. Pat. No. 5,791,987 to Huai-Yen Fred Chen, Wen-Kang Andrew Li, and Yu-Ying Anita Liang for a chess style game played on a computer.

U.S. Pat. No. 4,099,723 to Harry G. Strappello for a nested set of board rings together comprising a single 3 dimensional chess-style board for playing games of chess, checkers, etc. under the normal rules of the game.

U.S. Pat. No. 4,696,476 to Gene W. Eplett for a game board apparatus which has multiple stepped levels for playing chess or checkers or like games.

U.S. Pat. No. 6,189,887 to Daniel A. Dommasch for a game played by 2 or more players on a board with multiple playing regions, and wherein a player's pieces may go in and out of play based on the moves of the other players.

U.S. Pat. No. 4,043,559 to Manfred Eigen and Winkler, Ruthild for an educational game apparatus composed of multiple levels capable of playing a set of games for teaching statistics.

U.S. Pat. No. 4,739,992 to Richard W. May for a game played on a reversible board wherein the sides of the board have a well-defined relationship to each other and one side is chosen for play based on the desired difficulty.

U.S. Pat. No. 6,120,029 to Craig G. Carmichael, and Brian Lee Boyd for an educational chess-like game which is capable of teaching standard chess as well as a game derived wherefrom.

U.S. Pat. No. 5,275,414 to Ryan K. Stephens, Christopher L. Zeis, Ronald R. Plew, and Robert E. Mattsey for a Chess-like game played by 2 teams of 2 players on a modified chessboard.

U.S. Pat. No. 1,207,466 to J. B. Baines for a board game played by 2 to 4 players which affords a mental exercise sufficient to help concentrate the mind, but which remains a pleasant pastime.

U.S. Pat. No. 4,262,907 to Allen Ginsberg, Martin F. Huss, and Joseph Lynn which provides for a game of a general type which may be adapted to certain types of competition which are encountered in everyday life.

US patent number D248413 to Theodore Perfetti, Benedetto Greco, Burton Heiko for an adaptation of checkers to teams of players.

BRIEF SUMMARY OF THE INVENTION

This invention is a networked board game apparatus and method of playing. Furthermore the invention is a method for applying the aforementioned game apparatus and method to the educational objectives of leadership development, group communications, collaboration, and team building. Furthermore the invention is a method to apply the aforementioned game apparatus and method to the form of Chess to produce a unique variant on that game.

The game apparatus is primarily composed of a set of recursively organized boards, pieces that are played on these boards, and secondarily the systems supporting the creation, customization, playing and scoring of games, and the systems supporting the assembly, management, and communications with and between players. The recursive organization of the game boards is evidenced by each segment of an upper board representing an area of the next lower board that is identical to the board that it is a member of. Applied to the form of Chess, the topmost board is identical to a chessboard. The second board is an 8× multiple of the first board. Tartary boards, if any, follow this exponential growth pattern. The apparatus is limited to two levels, or alternatively only by available computing and network resources, and players.

The method of playing requires two or more players, limited only by computing and network resources, to play a specifically customized game until a game ending condition set prior to the start of play is reached. During the configuration of a game, prior to the start of play, a game creator must determine the following points of configuration:

-   -   1. The form of the game board     -   2. The number of levels, if more then two are supported by the         particular embodiment of the game apparatus     -   3. The types of pieces that will be played, including their         possible movements     -   4. The number of pieces that each player will play     -   5. The game ending condition     -   6. The game starting condition     -   7. The effect of capturing a piece with regards to the superior         and inferior playing boards     -   8. The visibility of the game boards allowed to players playing         on different boards     -   9. The ordering of turns on the different boards     -   10. The timing of turns on the different boards     -   11. The method of scoring the game according to the pieces         captured     -   12. The players of the total population who may join the game     -   13. The ability, or lack thereof, for players to delegate turns         to other players     -   14. The turns that are to be routinely, but temporarily, skipped         in each round at the start of play

The method of playing further requires that two players playing on the topmost board lead the game. The next 32 players play on a second board. Each top board move changes the positions of a second board player's pieces by a uniform transformation wherein the first board piece's new position acts as a function which moves all of the second board player's pieces to new positions on the second board. The second board player takes their next turn by moving one of their pieces from its new position. Turns are interleaved according to the turn taking scheme determined by the game creator prior to game start, but all turn taking schemes are at minimum ordered by turns taken on the topmost board. The game may recurse with deeper levels acting in a like manor to the second board player just described, and upper levels acting in a like manor to the topmost board player just described.

The present invention addresses the several drawbacks to the educational games and simulations developed for team building, group learning and leadership development described above.

The present invention addresses the first problem of the trade-off between detail and broadly applicable learning by taking the sophisticated group play, fast pace, and team creation opportunities inherent in a networked educational video game and applying them to an abstract game where the focus is shifted primarily to interpersonal relationships due to the conceptually and visually minimal play, the constraining framework of the game, and the removal of much rote content of a well known strategic board game like Chess by the addition of dimensions of play which are significantly different to, and not viably playable as, a physical game of Chess, or similar board game.

The present invention addresses the second problem of the trade-off between effort to learn and actual learning from play by pushing much of the complexity of the game into a pregame configuration process, possibly an educational negotiation in itself, and keeping at least the Top board completely familiar in form to Chess players, but removing the tactical context of Chess, e.g. the opening move catalog, known end-games, etc, by forcing attention down to the second order impact of each move on the Lower Board, and on the information sharing that necessarily happens between players of a successful team.

The present invention further addresses this problem by offering the opportunity to create simplified forms of the game, e.g. with fewer pieces, fewer piece types, smaller board, fewer levels, etc. Or, alternatively, by providing a look and feel that more closely matches games the player is familiar with, while keeping the abstract underlying structures, rules, and overall game type described herein by configuration of the game in a simple user interface. As a concrete example, the present invention has been successfully played on configuration that includes a 6×6 sectioned Top Board with 3 piece types borrowed from Chess: the Queen the Pawn, and the Bishop, and in other respects followed the form of Chess within the context of the framework described in the present invention.

The present invention addresses the third problem of the absence of practical and educationally used hierarchy within the game playing experience by putting hierarchy at the forefront of game play so that one or more players have direct control over the circumstances of other players on their team and must make decisions with difficult to foresee and possibly negatively impact on teammates without those individuals necessarily knowing the reason for the action. This is done with the intent to mirror the real life problems of multiple levels of hierarchy with regards to communication, leadership, decision making, negotiation, and cooperation, and to force players to address and practice handling that reality in an abstract venue that is generalizable to a range of work or command situations.

The present invention addresses the forth problem of the limited specific educational target of games by requiring a game creator to specifically configure games by pace, duration, sequencing, visibility, impact of captures, and other aspects which result in a game instance that meets one of a broad range of educationally useful forms. This results in a game that meets the particular need, whether that be to illustrate a specific scenario, offer repeated reinforcement complementing a long term educational or noneducational project, observe the cascading effects of behaviors on indirectly related players, or another similar educational goal. Moreover, the game's configurability, in combination with the abstract domain, permits the educator to better simply compress or expand learning to fit a set time table, if needed.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

FIG. 1 is a top view of the Top Board after one move of play in a game configured identically to chess with regards to Top Board and piece types

FIG. 2 is a top view of the Overview Board of the same game instance after one move of play

FIG. 3 is a partial top view of the Lower Board of the same game instance after one move of play

FIG. 4 is a view of the first form in a series of new game creation steps

FIG. 5 is a view of a selected subset of a game instance configuration interface at the time of a game instance's creation but after the board and piece types are set

FIG. 6 is a view of the game instance join user interface, showing the representative pieces a player may sign up to play

FIG. 7 is a view of a selected subset of game instance's controls as they might appear to a player during play

FIG. 8 is a view of the game review interface showing the Overview Board after one move of play

DETAILED DESCRIPTION OF THE INVENTION

The present invention provides a chess-like game which uses its simple rules in the context of a group activity where actions taken by team members impact the success of the group's play versus another team over a short time period to simulate more complex real-world situations (e.g. chain of command and field-level action during battle, group cooperation in the execution of a complex business related technology project, etc.) in an abstract and enjoyable venue while illustrating in an instructive sense the effects of teamwork, management style and communication, and which is used in structured (e.g. training class) or unstructured (e.g. individual playing primarily for enjoyment) circumstance to improve team building, management and group communications, collaboration, and leadership skills.

The present invention relates to an online (i.e. networked) apparatus for collecting groups of players, configuring an instance of the game that is specialized to the skill level and experience of the players, and to the instructive or entertainment goals for the particular game, not dissimilar in form to other electronic games, Web applications, and training software, but with the specific intent and functions of supporting the training and entertainment objectives of the chess-like game.

The present invention further relates to the apparatus used in playing the chess-type game. Each game is stored on a network server and played within a Web application. Prior to the start of play a game is configured to differ from a default game play rule set by restriction, where the game play rule set defines the structure within which pieces are moved, but does not define the pieces and their moves. As an example of this type of configured restriction, the boards of the game are rendered on demand so that players can switch between their own view and the views of other players within the overall rules of the game, but these rules are specialized to a restricted set of options ranging between all players may view all pieces and take on the view point of any player to players may only see their own pieces and the pieces that directly oppose them.

The present invention further relates to similar configured restrictions on the underlying rules for joining games, turn taking, turn timing, delegation of turns, skipping turns, capturing pieces, ending games, wining games, and scoring games.

The present invention further relates to the process of configuring the piece rules of play. For example, a rule of play in standard chess for the piece type of rook is that a rook may move horizontally or vertically in any non-diagonal straight line from the square of origin, unless blocked by a same side piece or by a capture opportunity. The present invention permits a game definer to set the number of piece types, the number of total pieces, and the piece rules of play for each type, prior to any game's configuration as defined above using a simple software user interface.

The present invention further relates to the process of defining the board shape and size for each of two boards of the game. Boards are defined by a statement of the simple geometric shape counted out in squares, prior to the piece type, piece count, and piece rules of play definition described above.

The present invention further relates to the process of playing a game on the two interrelated boards of the game. A Top Board shapes play on a Lower Board. The Top Board is a geometric model for the Lower Board such that if the Top Board is defined to have 8 squares on a side (as with a standard chessboard), the Lower Board is comprised of eight copies of the Top Board on a side (in the case of an 8×8 Top Board, the Lower Board is 64×64).

The present invention further relates to the process of shaping play on the Lower Board by a player making a move on the Top Board. Each move on the Top Board acts as a function that transforms the Lower Board coordinate position of each of the pieces of the player who plays the set of pieces that have their starting points within the Lower Board squares that are associated with a Top Board square by relative position. The wholesale change in position of the Lower Board player's pieces changes the strategic circumstances of that player vis-à-vis the opposing team, as well as vis-à-vis other Lower Board players on the same team. Once the Top Board move has been made, turn taking progresses either to the other Top Board player, or to a Lower Board player, according to the game's configuration and the specific point of game play.

In view of the above, it is an object of the present invention to provide the means of creating a game playing experience which will both entertain players, and instruct them by use of analogy in the communication, collaboration, and leadership qualities that enable success in the business or military world.

Another object of the present invention is to provide sufficient flexibility in game board and piece rules of play definition to make an intentionally complex group activity less intellectually onerous to grasp for novices, especially where the game is used in a time-limited instructional setting.

Another object of the present invention is to provide sufficient flexibility in game instance definition to make a game easier to play but less instructional, or harder to play and more instructional, as well as changing the pace, duration, and other attributes of the game which may make the game play more useful as an instructive simulation, by means of the configuration of a framework for game play the components of which involve turns, timing, scoring, etc., and which in and of itself as a group activity will provide an additional platform for practicing group communication, decision making, and negotiation.

Other objects and advantages of the present invention will become apparent and obvious from a study of the following description and the accompanying drawings which are merely illustrative of such invention. 

1. A networked board game apparatus and method of turn-based play between two teams of 2 to 34 players, and up, wherein no player plays for both teams, for the purposes of entertainment, or directed learning in the areas of leadership and organizational development, or learning reinforcement of the same, or any combination of these wherein two leading players (the Top Players) are chosen or self-chosen, one per team, who determine the overall game pace and the interactions of their team members with members of the opposing team;
 2. The game and method of claim 1 wherein is provided a set of two interconnected playing boards on which pieces, of a type chosen for play prior to the start of a game, are played, and wherein are provided, either for players or technicians, the means to customize the appearance of the game, the board type and size, the piece types, the piece counts, and various rules of play, such as may involve turn taking, turn timing, and the like, and wherein the Top Players play their pieces on a single board (the Top Board) and the other players play on a second separate board (the Lower Board);
 3. The game and method of claim 2 wherein the Top Board is composted as a regularly sectioned board containing two sets of pieces to be played where each set is identical in all ways except for a visual cue shared by the pieces of a set that indicates which of the Top Players the pieces belong to, and wherein each non-Top Player is represented by one or more pieces on the Top Board (the Representing Piece) and each Representing Piece confers a set of turns in the game on its player which are taken in a consistent manor with regards to the other players in the game, and wherein any player with multiple Representative Pieces takes the turns conferred by each Representative Piece as if each of their Representing Pieces were played by an individual player with only one Representative Piece;
 4. The game and method of claim 3 providing each non Top Player a full set of pieces identical to the pieces on the Top Board for them to play from a standard starting position where each piece's position with regards to the other pieces in the set is identical to the like typed and positioned piece played on the Top Board by the Top Player for that team, and providing all non Top Players a playing area (their Home Area) that they occupy within the Lower Board at the start of the game that is a percentage of the total Lower Board wherein the numerator is 1 and the denominator is found by multiplying the number of sections in the Top Board's width and length and wherein each player's Home Area is identical to the Top Board, and all such areas of the Lower Board, occupied and unoccupied, considered together without regard to their own subsections are as a group identical to the Top Board in every way with the exception of changes in size and coloration and providing that each Lower Board area be clearly and visibly associated with one Top Board section such that each Top Board section has one and only one Lower Board area, wherein each Lower Board area itself contains subsections the sum of which are the exact analog of the sections of the Top Board;
 5. The method of claim 4 providing that within a player's turn a single piece on a single board may be moved, and that piece may capture a single opposing piece on that board by being moved to the section where the opposing piece is positioned, at which point the captured piece is removed from play and the player's and his or her team's score is increased by a predictable amount for the purpose of deciding the skill of the player and the outcome of the game, and wherein each piece of the set of pieces has a type which confers specific move and capture opportunities to the player who moves it, and providing that a piece may not move over or around another piece unless the piece type of the moving piece would not be eligible to move onto the section where the other piece is positioned according to the move structure for the piece type which is constant across games;
 6. The method of claim 5 providing for an organization of play into a series of rounds wherein each player has a turn to move one piece one time, or skips the round, providing an organization of the rounds such that each game begins with certain team, identified by the color of their pieces as playing in a role which moves first, moving first, and providing for an organization of each round such that the same team moves first, and providing for an organization of each round such that the pieces of each team move in a defined order that is identical for each game, without regard for per-game customizations of the turn taking scheme described below, and that turns are alternated between the teams, and providing that any player may skip their turn for one or more rounds at their option, or at the option of the Top Board player, so as to not hold up the game, or so as to refuse to make an ill advised move, and further providing that the Game Creator is given the option prior to the start of play to begin the game with a portion of the Lower Board pieces' turns being skipped so as to speed up the opening moves on the Top Board;
 7. The method of claim 6 providing for the complete set of a Lower Board player's pieces to change positions by a uniform transformation when that player's Representative Piece is moved by the Top Player of that team and providing that such moves are made so that the Lower Board pieces are moved in constant relative positions to each other regardless of which starting section of the Lower Board a piece may occupy when the move occurs on the Top Board, and further providing that in cases where a Lower Board piece is moved with its set such that it would land at a location which is off the Lower Board that piece is removed from play, whereas, providing that in cases where a Lower Board piece is moved with its set such that it lands on a section which is occupied by a piece of the opposing team that opposing team piece is removed from play by capture, whereas providing that in cases where a Lower Board piece is moved with its set such that it lands on a section which is occupied by a piece of the same team that the occupying piece is removed from play, and its place is taken by the moved piece;
 8. The method of claim 4 wherein a primary player (the Game Creator) creates an identified instance of a game for which he or she chooses a set of game attributes from a set comprised of several schemes for an aspect of play, each scheme having more than one option, such that there are a wide variety of possible games which provide easier play, harder play, longer duration, or shorter duration of the game, and other similar differences, from the perspectives of each team of the game with the objective of forcing greater or lesser amounts of cooperation amongst teammates in order to successfully play the game and thereby learn or practice group dynamics skills used outside the game;
 9. The method of claim 8 wherein the Game Creator chooses one turn taking scheme, chosen to regulate the pace and predictability of the game, to be in force for the duration of the game from a set of turn taking schemes comprising: a default turn taking scheme wherein each player on both teams takes a turn before any player takes his or her next turn; a turn taking scheme wherein Top Board turns must be ordered, but Lower Board turns for each team may be unordered and all turns for a team within a round happen before the Top Board player of that team moves, so that all the turns of one team happen between the end of the opposing Top Board player's move and the Top Board player of that team's move without any opposing side players taking a turn, and wherein any moves not taken in this span are forfeit; a turn taking scheme wherein all turns for each team are unordered within that team's turn in the round, and wherein each team's turn in the round is time limited to one half the total time for the round, and wherein any turn not taken in this span is forfeit;
 10. The method of claim 8 wherein the Game Creator chooses one turn timing scheme, chosen to regulated the pace of the game and the pressure to make decisions quickly with or without the assistance of teammates, to be in force for the duration of the game from a set of turn timing schemes comprising: a default turn timing scheme wherein all turns are limited by an identical length of time which is greater then zero up to an unbounded length; a turn timing scheme wherein the Top Board players are allotted one length for their turns, and the Lower Board players are allotted a greater or lesser length of time for their turns; a turn timing scheme which limits only the Top Board players, leaving the Lower Board players free to take as long as required to move; a turn timing scheme such that the total round time is limited to the time limit for the Top Board players and wherein the Lower Board players are free to take their turns at any time during their team's turn in the round before that team's Top Board player finishes his or her turn;
 11. The method of claim 8 wherein the Game Creator chooses one end scheme, chosen to tightly define ending conditions so as to provide both an objective for and limits on the players, to be the criteria for winning the game which will be in force for the duration of the game from a set of end schemes comprised of: (A) a default end scheme wherein the play continues until one of the following options obtains: a set number of rounds has elapsed without a move or; a piece which is of a type that is valued above all other pieces across games is captured on the Top Board; the Top Board players agree to end the game; a majority of the Lower Board players on one team negotiate an agreement with either the opposing Top Board player, or a majority of the opposing Lower Board players, to end the game; (B) a end scheme wherein a game continues until a fixed time has elapsed which was determined before the game began, or if any of the conditions of (A) obtain; (C) providing an end scheme wherein a game continues until a fixed number of rounds, determined before the game began, have been played, or any of the conditions of (A) obtain; (D) providing an end scheme wherein a game ends if a player does not move before a timed turn ends, or any of the conditions of (A) obtain;
 12. The method of claim 8 wherein the Game Creator chooses one scoring scheme, which will be applied to the summing of players scores to create a team score for the game, chosen to provide the players with a predictable means of judging their play and making decisions about the direction of play, to be in force for the duration of the game from a set of scoring schemes comprised of: a default scoring scheme which values pieces unequally based on the range of moves permitted to the piece type; a scoring scheme which values all pieces equally; a scoring scheme which values Top Board pieces more highly then Lower Board pieces; and wherein at the end of a game the winning team is the team with the highest score, unless the game ended due to a single piece played by that team was captured, or due to a vote wherein a majority of the Lower Board players of that team elected to end the game, and provided that in the case of these exceptional situations the game shall be scored as a “technical win” for the lower score team, and a “materiel win” for the team with the higher score;
 13. The method of claim 8 wherein the Game Creator chooses one joining scheme, chosen to limit the players in the game to a set of players with an educational or other reason to group together, to be in force for the lifespan of the game instance from a set of joining schemes comprised of: a default joining scheme that permits any member of the population of possible players to join the game; a joining scheme wherein only those players which are invited by the Game Creator may join the game; a joining scheme wherein only those players who are invited by the Game Creator, or by a player who joins the game after being invited by the Game Creator, may join the game a joining scheme wherein only players who are members of a prearranged set of players may join the game; a joining scheme wherein the Game Creator selects a team from those players who request membership on the team;
 14. The method of claim 8 wherein the Game Creator chooses one delegation scheme, chosen to regulate both the skill or loyalty applied to a particular part of the game, or to provide an alternate player to play turns when the primary player is unavailable, to be in force for the duration of the game, and which governs how players may permit each other to take one or more turns for them, from a set of delegation schemes comprised of: a default delegation scheme which does not permit delegation; a delegation scheme wherein any player may delegate Lower Board turns to any player in the population of players; a delegation scheme wherein any player may delegate Lower Board turns to players from within a set of players determined prior to the start of the game; a delegation scheme wherein any player may delegate Lower Board turns to players from on their team; a delegation scheme wherein only the Top Board player may delegate Lower Board turns or the Top Board turn to any player in the population of players; a delegation scheme wherein only the Top Board player may delegate Lower Board turns or the Top Board turn to any player in a set of players determined prior to the start of the game; a delegation scheme wherein only the Top Board player may delegate Lower Board turns or the Top Board turn to any player on their team; a delegation scheme wherein only the Top Board player on the opposing team may delegate any turn to members of the opposing team's chosen set of the total population of players determined prior to the start of the game; a delegation scheme wherein the Top Board player or the Top Board player's delegate must delegate the Top Board turn to a different player on the team after each turn taken, and wherein no player on the team may take the Top Board turn a next time before every player on the team has taken a Top Board turn, so that the effect is to have a rotating Top Board player;
 15. The method of claim 8 wherein each player with a Representative Piece, but not the Top Player, is provided a view of the Lower Board that is particular to that player's Representative Piece, and providing for each Lower Board player's view (the Home View) to be circumscribed to the Home Area plus the areas of the Lower Board that correspond to the sections of the Top Board that are within the set of sections that constitute the union of each of the possible moves for the player's Representative Piece during a given Top Board turn, wherein each Lower Board player's Home View changes as the player's Representative Piece changes position on the Top Board, so that the Home View continues to reflect the possible moves of the Representative Piece, whereas the Top Players are provided with a complete view of the Top Board, and further wherein the Game Creator chooses one visibility scheme, chosen to force communication between players or challenge players to exercise strategic, cooperative, and tactical skills, which is enforced for the duration of the game, and which limits which players may see which parts of the boards, from the set of possible visibility schemes comprised of: (A) a default visibility scheme such that all players may view the Home View of all Lower Board players as well as the Top Board; (B) a visibility scheme such that all players may view the Home View of all Lower Board players as well as the Top Board, and also an additional view showing the entire Lower Board at once such that piece types are not indicated, but each piece's position is indicated (the Overview Board); (C) a visibility scheme wherein the Top Players may see only the Top Board, whereas the Lower Board players may view any Home View; (D) a visibility scheme wherein the Top Players may see only the Top Board and the Overview Board, whereas the Lower Board players may view any Home View; (E) a visibility scheme wherein the Top Players may see only the Top Board and the Overview Board, whereas the Lower Board players may view any Home View of players on their team; (F) a visibility scheme wherein the Top Players may see only the Top Board and the Overview Board, and the Lower Board players may view only their Home View and the Overview Board; (G) a visibility scheme wherein the Top Players may see only the Top Board, and the Lower Board players may view only their Home View and the Overview Board; (H) a visibility scheme such that Top Board players may see the Top Board and the Overview Board, and also the Home View of any player on their team, and the Lower Board players may see only their Home Views; (I) a visibility scheme identical to any of (A) through (H), specialized such that the Home View of each Lower Board player is expanded to include those sections of the Lower Board which correspond to any sections of the Top Board which are occupied by pieces of their teammates or of the opposing team and thereby block moves of that player's Representative Piece in that direction;
 16. The method of claim 8 wherein the Game Creator chooses two capture schemes which determines the effect of a Top Board capture on the Lower Board to be in force for the duration of the game, chosen to create a more difficult and unpredictable game, or a less unpredictable game, and to have a positive or negative impact on the duration of play, and consequences of behavior, one from each of two sets of capture schemes comprised of (A) and (B), and (C) and (D) which are: (A) a default capture scheme wherein if a piece is captured on the Top Board, the player represented by that Top Board piece loses all his or her pieces on the Lower Board and exits the game; (B) a capture scheme wherein if a piece is captured on the Top Board, it is removed from play, but the set of Lower Board pieces of the player represented by that Top Board piece are not removed and can no longer be moved by any action of the Top Board player, and the Lower Board player continues to take his or her turns; (C) a capture scheme where if a Lower Board player's set of pieces represented by one Top Board piece are positioned such that the piece in the set which is of the highest value of any piece type is captured the Top Board piece is removed from the game, along with all the corresponding Lower Board pieces, with all consequently removed pieces being considered captured; (D) a capture scheme where if a Lower Board player's set of pieces represented by one Top Board piece are positioned such that the piece in the set which is of the highest value of any piece type is captured the Lower Board pieces in that set are removed from play and the Lower Board player exits the game, but the Representative Piece remains in play;
 17. The method of claim 8 wherein the Game Creator chooses one collaboration scheme to be in force for the lifespan of the game, chosen to encourage collaboration or restrict it for the purposes of affecting the difficulty of the game, practicing skills valuable outside the game, and for better sharing the game's entertainment, from a set of collaboration schemes comprised of: (A) a default collaboration scheme wherein all players on both teams are provided with instant messaging, email-like messaging, a signaling tool that provides a means to highlight a portion of the Overview Board for one player to view or for all players in a team or for all players in a game (the Signaling Tool), and a means of voting to sue for game end; (B) a collaboration scheme wherein all players on a team are provided with the tools listed in (A) but where the players on the opposing team are not able to view or participate in the team's communications; (C) a collaboration scheme wherein all Lower Board players are provided with the tools listed in (A) but where the Top Player is not able to participate in the team's communications, or in communications between the Lower Board players of one team and the Lower Board players of the other team; (D) a collaboration scheme wherein all team members are provided with the tools listed in (A) but where these same tools are useable only between one Lower Board player and either Top Player, or between the two Top Board players; (E) a collaboration scheme wherein all the tools and restrictions listed in (D) are further restricted such that the Top Players may not communicate; (F) a collaboration scheme wherein all the tools and restrictions listed in (D) are further restricted such that the Top Players may not communicate, and the Lower Board players may not communicate with the Top Board player of the opposing team; and wherein the standard game-integrated communications tools are also useable, under any collaboration scheme, by an outside non player educator (the Educator) who guides and provides feedback on moves, and mediation between players in order to further the learning or educational practice which is a main objective of the game when played in an educational setting, and wherein these communications may be recorded and reviewed in the context of all other game communications and moves at the end of the game, or in the middle of the game, at the Educator's option in order to highlight learning objectives or obstacles or results, and wherein these communications and moves may be rolled back, along with the game timing, so that the players may experiment with various solutions to a particular situation within the game under the Educator's tutelage, and with the option for the Educator to change the various schemes which constrain play and communications of the game to better illustrate the educational points made;
 18. The method of claim 8 wherein the playing of the game is specialized to the domain of Chess so that the resulting game is sufficiently Chess-like that the average person with minimal experience playing Chess will recognize the pieces, board, and basic rules as applied to the Top Board to be the rules of Chess, and so that game is played for the purposes of either or both of entertainment, and of training for and practice in group development, including group leadership, group communications, the strategic deployment of group members against a finite objective, and collaborative decision making, and wherein a standard chessboard is used as the Top Board, and the Lower Board is composed of a number of squares that is 8×8 on a side, and wherein the standard chessmen are used as the piece types for both the Top Board and the Lower Board, and wherein the number and kind of pieces played by each player on either board is identical to the number and kind of pieces played by one player in a standard game of Chess, wherein the Lower Board players take their moves in the following order, using the names of the Representative Pieces to name the Lower Board players, where ordered moves on the Lower Board are prescribed by the game's turn taking scheme, and assuming turns are fully ordered, and not considering any skips: (1) Queen Rook Red (2) Queen Rook Black (3) Queen Knight Red (4) Queen Knight Black (5) Queen Bishop Red (6) Queen Bishop Black (7) Queen Red (8) Queen Black (9) King Red (10) King Black (11) King Bishop Red (12) King Bishop Black (13) King Knight Red (14) King Knight Black (15) King Bishop Red (16) King Bishop Black (17) Queen Rook Pawn Red (18) Queen Rook Pawn Black (19) Queen Knight Pawn Red (20) Queen Knight Pawn Black (21) Queen Bishop Pawn Red (22) Queen Bishop Pawn Black (23) Queen Pawn Red (24) Queen Pawn Black (25) King Pawn Red (26) King Pawn Black (27) King Bishop Pawn Red (28) King Bishop Pawn Black (29) King Knight Pawn Red (30) King Knight Pawn Black (31) King Bishop Pawn Red (32) King Bishop Pawn Black and wherein the Queen Rook Red piece has a piece type of Rook (also sometime known in Chess as the Castle), a membership on the Red side (also sometime known as the White side in Chess), and the Top Board starting position at the first square in the lower left hand side of the board, when looked at with the Red side positioned at the bottom of the board. The other pieces named above follow a similar pattern of compound name to type, position and side.
 19. The method of claim 8 wherein the structure of the boards and game play is an open ended recursive structure, not limited to, but mirroring, the Top Board, Lower Board, Overview Board, Home Segment, Home Area, and Home View, so that every two boards in the hierarchy of boards contains these elements and their behaviors, for the purpose of adding interpersonal and inter-group complexity to the educational end of simulating the result of behavior within broad hierarchical regimes, and for the purpose of demonstrating to the players emergent behavior of unconnected events on a population so as to expose them to an analogue of group behavior in society in a manor that allows players to more easily draw and test conclusions, and further providing for there to be a single highest Top Board (the Root Board) for every game to serve as the entry point to the game and on which the starting moves are played in the case that the game is configured with a turn taking scheme that is ordered such that the Top Players move before any other player, and providing for each segment of the Root Board to be associated with an area which is in every way identical to the Top Board as a whole, and each segment in each area of the Lower Board to serve in a like manor to a Top Board segment with regards to a next lower Lower Board, and so on down to the number of lower level boards limited only by network and computing resources, and by the necessity that each lower level below the Root Board's direct Lower Board must have at least one player per team playing on that board;
 20. The method of claim 19 providing for the maximum population of players playing on each successively deeper Lower Board to be exponentially greater then on the board directly above, with the exception of the Root Board and its Lower Board where the numeric relationship remains 2 to 32, with a concomitant increase in Lower Board segments, and wherein each Lower Board player directly below the Root Board acts as a Top Board player with regards to the next Lower Board, so that for the Lower Board directly below the Root Board's Lower Board there are 32 Top Board players, each with constraints and privileges identical to those of the Top Players who play on the Root Board, with the constraint that no player may have privileges or constraints that impact or depend on any board other than the board directly above, his or her own board, and the board directly below, and providing that all players on all levels belong to one of only two teams playing against each other in any single game, and providing that additional Lower Board levels may be added, and additional players may join whenever needed or desired, subject to the constraints of the join scheme and the requirement for a minimum of one player of each team to contest each next lower board;
 21. The method of claim 20 providing for game customization particular to games where three levels or more are in play, for the purpose of increasing the playability of a game of greater depth, and therefore enabling greater educational and entertainment benefits then would be available in a game of less depth due to the lesser complexity and unpredictability of a smaller set of players interacting, comprising: a specialization of the turn taking scheme options wherein Lower Boards are disassociated from the turn taking constraints of the Top Board directly associated, and wherein that Lower Board's Top Board is not the Root Board, and providing that turn taking is governed only by turn timing solely within the context of that Lower Board; a specialization of the turn taking schemes options wherein Lower Boards are disassociated from the turn taking constraints of the Top Board directly associated, and wherein that Lower Board's Top Board is not the Root Board, and providing turn taking is governed by the pace of all the players who play in the board directly above, so that there are up to 34 moves on that Lower Board per move in its Top Board; a specialization of the capture scheme options such that any capture may potentially impact game play at any other level through a cascading effect propagated according the capture scheme of the game, but optionally such that a player's pieces having been reduced to one quarter strength on a point basis will be considered to have all been captured and will be removed from the board; a specialization of the end scheme options such that an end at any level, and consequently in the levels below, according to the game ending scheme, may occur without game play in the higher levels ultimately ending, regardless of cascading effects of captures, or such that an end at any higher level may not in and of itself end play at successively lower levels; 